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	<updated>2026-10-18T03:19:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Players_as_gamemasters/moderators&amp;diff=15245</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Players as gamemasters/moderators</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Players_as_gamemasters/moderators&amp;diff=15245"/>
		<updated>2009-03-29T20:10:06Z</updated>

		<summary type="html">&lt;p&gt;71.110.139.177: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Players as gamemasters/moderators ([[ArenaNet talk:Guild Wars 2 suggestions/Players as gamemasters/moderators|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
There's not enough GMs to go around! There's so many cases of inappropriate language, spamming, scamming, leeching...&lt;br /&gt;
&lt;br /&gt;
Why not create a justice-of-the-peace system, where certain players could be given ''restricted'' moderator powers to punish/report. For example, if someone is reported for spamming or abusive language a high number of times (15 times? 30 times?), a player moderator could temporarily ban that person, or take some other action.&lt;br /&gt;
&lt;br /&gt;
As to who qualifies for moderator status... Perhaps a player of certain seniority, or certain number of titles, or certain guild rank, or some combination of the above.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* Makes the game better for everyone, except the crooks, and makes life easier for the official GMs.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* Abuse of power.&lt;br /&gt;
* Very hard to regulate scamming in a fair way.&lt;br /&gt;
* Favouritism hence might not be as rosy as you think it would be.&lt;br /&gt;
* Giving this position to people with titles or senority would only reward grinding and time spent, two traits that have no link to being able to handle this kind of responsibility.&lt;br /&gt;
* Banning someone after common users have reported said someone after a specific &amp;quot;high number of times&amp;quot; does not need a moderator, that could be made automatic.&lt;br /&gt;
* Who would watch the player moderators? Arena Net would need more GMs than they have in order to watch them.&lt;br /&gt;
* GMs are handled by NCSoft, not Arena Net. This suggestion likely falls outside the scope of what Arena Net could do.&lt;br /&gt;
* Players as GMs would have a VERY biased view. GMs are best left entirely neutral of the game and would have to be screened in an in-person interview to ensure they can actually handle the responsibility without bias or prejudice. I'm a 'senior citizen' of GW, but that does not mean I have what it takes to be a GM. Just because you've been playing since beta and have many titles and achievements/ranks doesnt mean you would make a reliable GM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   [[Category:Miscellaneous suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>71.110.139.177</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/In-game_Beastiary&amp;diff=14950</id>
		<title>ArenaNet:Guild Wars 2 suggestions/In-game Beastiary</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/In-game_Beastiary&amp;diff=14950"/>
		<updated>2009-03-29T19:04:31Z</updated>

		<summary type="html">&lt;p&gt;71.110.139.177: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
==In-game Beastiary ([[ArenaNet talk:Guild Wars 2 suggestions/In-game Beastiary|Discussion]])==&lt;br /&gt;
Have a Beastiary where players can read the lore about a monster, as well as some technical information such as health, AL, strengths/weaknesses, location etc. Here are a number of suggestions that outline how it can be implemented:&lt;br /&gt;
*Have a Book that reveals pages once a player has killed the corresponding monster. This can be:&lt;br /&gt;
**An item which the person carries&lt;br /&gt;
**A window on the person's interface, or&lt;br /&gt;
**Held by an NPC Librarian.&lt;br /&gt;
*Have GWW incorporate a bestiary in the users help interface, which can provide the same information. Players can use the search function to find out detailed information about the monster&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp; Give players a good read, and ties the monsters more effectively into the game.&lt;br /&gt;
* &amp;amp;nbsp; The first idea makes it easier to read up on a monster instead of having to switch windows and check the wiki.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* It could be an interesting add-on perhaps sometime after the game has launched and stabalized. The developers should keep the extras like that to a minimum to reduce costs and keep game files from being so big. Let them finish the game first and then add extras like that later. Lay down the foundation first! ^_^&lt;br /&gt;
* &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
==Beastiary Lore &amp;amp; Technical Info==&lt;br /&gt;
Make it so that players should interact with NPC's or books/tapestries to help them compile the lore secion of a Beastiary. And players gain technical information when they slay that monster (or if that monster slays you.)&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp; Expands on the idea of experience. Killing monsters provides experience, so when you want to kill that monster again you'll have a better understanding.&lt;br /&gt;
* &amp;amp;nbsp; Makes NPCs and other items more interactive&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp; Unnecessarily complex for a beastiary.&lt;br /&gt;
* &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
==Title: The Beastarian==&lt;br /&gt;
As players compile more and more information about monsters into a Beastiary, they can gain ranks in a title.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp; Gives players an aspiration to complete a Beastiary&lt;br /&gt;
* &amp;amp;nbsp; I dont believe its grinding, its more like an extra objective/achievement&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp; More grind &lt;br /&gt;
* &amp;amp;nbsp; too easy and it goes to well with vanquishing&lt;br /&gt;
&lt;br /&gt;
   [[Category:Interface suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>71.110.139.177</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Clock&amp;diff=14526</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Clock</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Clock&amp;diff=14526"/>
		<updated>2009-03-29T18:55:56Z</updated>

		<summary type="html">&lt;p&gt;71.110.139.177: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
=== Clock ([[ArenaNet talk:Guild Wars 2 suggestions/Add a clock and date box at the bottom|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
A date and time box on the interface. The time is either the real-world time (pick a timezone) or &amp;quot;Tyrian Time&amp;quot;. Alternatively, an /age emote that also gives the date and time.&lt;br /&gt;
&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
*Saves people from having to change to another window.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* May clutter interface, depending on implementation.&lt;br /&gt;
* Most normal people have an actual clock on their desk or a calendar on a nearby wall so that all they have to do is turn their eyes or head. A built-in clock/calendar would just promote clutter on screen and on the hard drive. Besides, Guild Wars isn't an operating system for your computer. Next, people will want email, too.&lt;br /&gt;
[[Category:Interface suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
[[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>71.110.139.177</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Physics,_realism_in_effects_,multiplayer_combos_and_more&amp;diff=15044</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Physics, realism in effects ,multiplayer combos and more</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Physics,_realism_in_effects_,multiplayer_combos_and_more&amp;diff=15044"/>
		<updated>2009-03-29T18:33:27Z</updated>

		<summary type="html">&lt;p&gt;71.110.139.177: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===([[ArenaNet talk:Guild Wars 2 suggestions/Physics, realism in effects ,multiplayer combos and more|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
'''The Display Damage to Armor''' - the game needs to implement them. At least to some extent, the metal for examples needs to get dents, clothes have to rip and shread the same applies to flesh etc.&lt;br /&gt;
&lt;br /&gt;
'''The unrealism in effects''' - id like to see an area frozen/burning when the appropriate spell is cast. Id also like to &amp;quot;feel&amp;quot; being dazed or blind with appropriate effects on my display. The engine should also support dynamic effect/damage models to the characters. For example when a fireball misses me but manages to touch my arm, it should light on fire not my entire body etc. The attacks should cause damage to armor and other items that are equipped at the moment. &lt;br /&gt;
The effects should be acted out. The conditions for example, if im crippled it like to see the arrow/slash in my leg and when the time of the condition ends id like that arrow/removed removed (pulled out or healed by a monk etc). The dismemberment should be that (why so sad assassin, got no hands? aww). That also applies to bleeding etc. The critical attacks should be also more dramatic and more risky for example when performing a potentially fatal move on an opponent the opponent could counter. Imagine a an assassin jamming his dagger into a warriors armor only to find out its stuck and have himself killed by the not-so-happy swordsman by impaling the poor assassin with a sword.&lt;br /&gt;
&lt;br /&gt;
'''Multiplayer combos''' - it would not hurt if the multiplayer/co-op got a nudge. There should be vast advantages in working in perfect sync with your team/guildmates. For example why not have a feature that allows the players with same skill to team up when chanting or casting. Like 3 fire mages casting an expandin ball of fire to engulf the whole opposing team while the other team desperately tries to get to the mages to stop them.&lt;br /&gt;
&lt;br /&gt;
'''Attacking and Defending''' - the should be an option that the attacks and skills could be turned from static actions to dynamic actions involving user imput to make them more effective. For example when you activate a skill it gives you the opportunity to perform a certain action, to really make it happen you have to perform additional tasks, like swinging your melee weapon in a certain way or swinging your staff in a certain pattern+uttering the right words etc.&lt;br /&gt;
&lt;br /&gt;
'''Implementation and the bottom line'''  - to implement most of the suggestions in the game it should have probably parental control built into it for gore/blood/violence so the children could still play it and for the grown ups to be able to enjoy it as well. And the bottom line would be that the game needs to be more dynamic and more involving. The player needs to be taken into the game and his/her actions behind the computer need to matter more, it should be only point and click. The reflexes and hand-eye coordination need to matter more.&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp;If implemented correctly it would be appealing to a much wider range of gamers (mature people, if the reflexes matter more maybe even FPS people)&amp;lt;!-- Outline reasons why people who play Guild Wars would like this idea to be included --&amp;gt;&lt;br /&gt;
* &amp;amp;nbsp;It would make people more involved with the game, GW1 boiled down to pressing T and space for PvP and C and space for PvE (sorry if im a little harsh)&amp;lt;!-- ... --&amp;gt;&lt;br /&gt;
* &amp;amp;nbsp;Would allow people to be more creative and &amp;quot;think on their feet&amp;quot;, hence having a positive impact on the players themselves.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp;The biggest problem i see is if for some reason the developers dont balance it right or create alternatives to people who dont have the supperior reflexes or are handicaped for example the ideas would damage the game instead of improving on it. The game features should be as optional as possible so everyone could have the GW2 experience they want without compromising the integrity of the game&amp;lt;!-- Outline reasons why this might not work for Guild Wars. --&amp;gt;&lt;br /&gt;
* &amp;amp;nbsp;Dynamic content is very hard to implement in a balanced/controlled way, the devs might not have the time/will and/or resources to pull it off&amp;lt;!-- ... --&amp;gt;&lt;br /&gt;
* &amp;amp;nbsp;Might be a problem for players who desire a completely arcade-like experience&lt;br /&gt;
* Adding blood and gore with corresponding parental controls adds a lot of needless programming and hassle. Save everyone the trouble and leave Guild Wars 2 bloodless/goreless. Besides, my characters would be too pretty to be mutilated. &lt;br /&gt;
&lt;br /&gt;
   [[Category:Game mechanics suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>71.110.139.177</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Terrain_Deformation_(sort_of)&amp;diff=15137</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Terrain Deformation (sort of)</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Terrain_Deformation_(sort_of)&amp;diff=15137"/>
		<updated>2009-03-29T18:15:55Z</updated>

		<summary type="html">&lt;p&gt;71.110.139.177: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Terrain Deformation ([[ArenaNet talk:Guild Wars 2 suggestions/Terrain Deformation (sort of)|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
Now, what I'm about to suggest isn't quite the same as what people usually talk about when they say &amp;quot;terrain deformation&amp;quot; but here it goes.&lt;br /&gt;
&lt;br /&gt;
Allow players to damage/destroy/use interactive objects in the world that will serve a purpose similar to the existing siege engines in Guild Wars 1 (trebuchet, catapults, powder kegs, etc). Except their presentation and effects will more closely mimic environmental changes than just an artificial instrument firing its ordinance. In other words, you wouldn't actually be changing the 3D map of the walkable terrain, it would just look like it.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*In Anvil Rock, allow me to cause an avalanche if I'm at the summit of the rock's peak. That avalanche would roll down the mountain and crush groups of enemies on the lower plane.&lt;br /&gt;
*In Echovald forest, allow me to cause a chain-reaction forest fire if I set a specific target on fire, such as a vine or a patch of underbrush.&lt;br /&gt;
*In the Asura lands, allow me to use a slashing weapon to cut the ropes at the end of a bridge, and cause the enemies (and allies) on it to fall to their deaths.&lt;br /&gt;
&lt;br /&gt;
The above examples are basically just ways for you to expand the existing methods you use for making the world interactable. They are probably more suited for instances than for a large-scale persistent world, since in an instance you can make them only usable once if you so desire. Alternatives are up to you.&lt;br /&gt;
&lt;br /&gt;
I guess really what I'm saying isn't so much to add a terrain deformation feature, as I'm really just saying to make the world much more interactive. Hacking and Slashing and chucking fireballs all day gets pretty old. But there's something about pushing a boulder on top of an enemy's head that's just always entertaining no matter how many times you do it. &lt;br /&gt;
&lt;br /&gt;
A true terrain deformation system would likely be very hard to implement, but if you think you could do it, that would also be cool. If not, consider these sorts of things anyway. Anything to break up the repetition of aggro-fight-kill-loot-repeat, aggro-fight-kill-loot-repeat, would be a very welcome change.&lt;br /&gt;
&lt;br /&gt;
-Painted Bird&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
*It adds &amp;quot;good&amp;quot; realism to the game.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* Might be tough to make that (but it's still a good idea).&lt;br /&gt;
&lt;br /&gt;
   [[Category:Game mechanics suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>71.110.139.177</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Limited_Ammo&amp;diff=14954</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Limited Ammo</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Limited_Ammo&amp;diff=14954"/>
		<updated>2009-03-29T18:12:14Z</updated>

		<summary type="html">&lt;p&gt;71.110.139.177: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Limited Ammo([[ArenaNet talk:Guild Wars 2 suggestions/Limited Ammo|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
Rangers and Paragons have an endless supply of arrows and spears. Make it so rangers have about 200 arrows kept for fighting, and paragons have 2 or 3 spears which have to be picked up (and perhaps use them as a melee weapon when they pick them up.)&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp; It would create a more realistic tinge to the combat mechanics of the game. Maybe there would be a Quiver for arrows and a Sling for spears, and they can be upgraded to hold more and more arrows/spears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp; Adds a chore.&lt;br /&gt;
* &amp;amp;nbsp; May be hard to do on large scale battles&lt;br /&gt;
* &amp;amp;nbsp; causes a very imbalanced style of play&lt;br /&gt;
* &amp;amp;nbsp; i dunno if this has been said but ... adds a chore?&lt;br /&gt;
* &amp;amp;nbsp; this isnt rs&lt;br /&gt;
&lt;br /&gt;
   [[Category:Game mechanics suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
* Forces people to grind so they can afford arrows and spears&lt;br /&gt;
* Paragons are probably not going to be in Guild Wars 2&lt;br /&gt;
* Unfair to ranged attackers. They already have to spend energy on their attacks, what more do you want?&lt;br /&gt;
* &amp;amp;nbsp; Realism is a retarded reason to change mechanics in a videogame.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Hammerspace Hammerspace]&lt;br /&gt;
* &amp;amp;nbsp; You are dead if you run out of arrows.&lt;br /&gt;
* i dunno if this has been said but ... this isnt runescape?&lt;br /&gt;
* why should ranged attackers have to deal with the &amp;quot;realism&amp;quot; of limited arrows when you can shoot fireballs out of your hand and raise the dead?&lt;br /&gt;
* If I wanted 2 need ammo, I would play Maple Story n Runscape XD&lt;br /&gt;
* Arrows, spears, and all other projectiles CAN be dodged. Even skills like Lightning Orb and Stone Daggers can be dodged. What's to say a player wont just sit there and dodge another player's projectiles all day and effectively cause them to run out of arrows/spears?&lt;/div&gt;</summary>
		<author><name>71.110.139.177</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Finishing_Moves&amp;diff=14740</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Finishing Moves</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Finishing_Moves&amp;diff=14740"/>
		<updated>2009-03-29T17:51:37Z</updated>

		<summary type="html">&lt;p&gt;71.110.139.177: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Finishing move([[ArenaNet talk:Guild Wars 2 suggestions/ArenaNet:Guild Wars 2 suggestions/Finishing Moves|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
If you defeat a powerfull foe (boss)you can perform a powerfull finishing move that replenishes 100 health and half your energy. Those moves are different for every proffession and weapon example:&lt;br /&gt;
the warrior can slash the foe into pieces with a sword , eviscerate &lt;br /&gt;
(not reffering to the skill) body parts with an axe and &lt;br /&gt;
crush the head or chest (not reffering to the skill if there is one) with a hammer.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp;The ability of finishing moves gives a more intense feeling of the battle&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp;It might not work because there isnt really blood in the game and it is meant for 12+ not 16+&lt;br /&gt;
* There is a reason you get a +2% health and energy bonus when you get a morale boost from killing a boss.&lt;br /&gt;
&lt;br /&gt;
   [[Category:Game mechanics suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>71.110.139.177</name></author>
	</entry>
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